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Daxil
AGEod Grognard
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Position of units indicates time left for arrival?

Fri Sep 26, 2008 6:33 pm

I notice when you do the playback you actually see units moving across the map. I'm wondering if the final positioning of enemy units at day 15 in a particular province is a hint towards how long they have to arrive at a destination?
"We shall give them the bayonet." -Stonewall at Fredericksburg.

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W.Barksdale
AGEod Grognard
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Fri Sep 26, 2008 6:59 pm

I don't think so, however, I am wrong alot.
"Tell General Lee that if he wants a bridge of dead Yankees I can furnish him with one."
-General William Barksdale at Fredericksburg

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Gray_Lensman
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Fri Sep 26, 2008 7:11 pm

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Daxil
AGEod Grognard
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Location: Somewhere in the Alleghenies

Fri Sep 26, 2008 7:29 pm

Gray_Lensman wrote:I think they get positioned when they have "finally" reached a destination and not anytime before.


Hmm, I'm not sure what you mean. When I'm doing playback I actually see units creeping across a province towards an adjacent objective province. It must be based on days left to arrive at the destination. I also notice that enemy units specifically seem to be off center in provinces at the end of the turns, which would indiciate to me that it is hint on how many days they have to arrive at an objective. (assuming you know where they were creeping towards). Maybe I'll run a test to confirm.
"We shall give them the bayonet." -Stonewall at Fredericksburg.

tagwyn
AGEod Guard of Honor
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Fri Sep 26, 2008 7:36 pm

Join the group. Before I complete a move I often have to spend time in the manual or wiki. Then I am usually wrong anyway. Alas. :p apy:

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Daxil
AGEod Grognard
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Sat Sep 27, 2008 4:40 pm

Ok I ran some tests.

I found out that:

a.) Position in province at "end" of turn means nothing. It just seems that units snap to off-center spots in different provinces. Each province has a unique "snap-to" that is sometimes off-center I guess you would say, but it's consistent that all spotted units snap to that spot at the end of turns. I still believe that close attention to playback will give you an accurate gauge of how far an enemy unit has moved, but the following turn's weather, fatigue, and active/inactive status make it an educated guess only on exact arrival times.

b.) It takes 8 days (approx) to repair a RR w/out engineers, 5 with. This could be helpful if you have units moving along the RR and know they should arrive at a broken province day 9 for example. Then you could assume it would take them 1 day to cross the province instead of the displayed 8, or whatever (although I haven't confirmed this). Also, if you're trying to move a unit somewhere quickly, do not set them to repair RR as they won't start moving until the job's done and they won't use the repaired RR.. which makes sense of course.

c.) If a unit is set to merge with another unit and the destination unit is destroyed, the unit attempting to merge will continue moving towards the province where the destination unit was destroyed.

d.) I still can't figure out how Jabberwock would do one-turn invasions on a fort like Fort Fisher, for example. The majorty, though, there is a common sense way (assuming enemy naval units aren't present).
"We shall give them the bayonet." -Stonewall at Fredericksburg.

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Jabberwock
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Sat Sep 27, 2008 8:30 pm

Fisher is a tough nut. No surprise there. I usually hit Wilmington first. I usually avoid forts, go straight for the cities. ;)
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